/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "Precompiled.h"
#include "globaldata.h"


#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"

#include "g_game.h"

#include "s_sound.h"

// Data.
#include "sounds.h"

// State.
#include "doomstat.h"
#include "r_state.h"


//
// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
//
const switchlist_t alphSwitchList[] =
{
	// Doom shareware episode 1 switches
	{"SW1BRCOM",	"SW2BRCOM",	1},
	{"SW1BRN1",	"SW2BRN1",	1},
	{"SW1BRN2",	"SW2BRN2",	1},
	{"SW1BRNGN",	"SW2BRNGN",	1},
	{"SW1BROWN",	"SW2BROWN",	1},
	{"SW1COMM",	"SW2COMM",	1},
	{"SW1COMP",	"SW2COMP",	1},
	{"SW1DIRT",	"SW2DIRT",	1},
	{"SW1EXIT",	"SW2EXIT",	1},
	{"SW1GRAY",	"SW2GRAY",	1},
	{"SW1GRAY1",	"SW2GRAY1",	1},
	{"SW1METAL",	"SW2METAL",	1},
	{"SW1PIPE",	"SW2PIPE",	1},
	{"SW1SLAD",	"SW2SLAD",	1},
	{"SW1STARG",	"SW2STARG",	1},
	{"SW1STON1",	"SW2STON1",	1},
	{"SW1STON2",	"SW2STON2",	1},
	{"SW1STONE",	"SW2STONE",	1},
	{"SW1STRTN",	"SW2STRTN",	1},

	// Doom registered episodes 2&3 switches
	{"SW1BLUE",	"SW2BLUE",	2},
	{"SW1CMT",		"SW2CMT",	2},
	{"SW1GARG",	"SW2GARG",	2},
	{"SW1GSTON",	"SW2GSTON",	2},
	{"SW1HOT",		"SW2HOT",	2},
	{"SW1LION",	"SW2LION",	2},
	{"SW1SATYR",	"SW2SATYR",	2},
	{"SW1SKIN",	"SW2SKIN",	2},
	{"SW1VINE",	"SW2VINE",	2},
	{"SW1WOOD",	"SW2WOOD",	2},

	// Doom II switches
	{"SW1PANEL",	"SW2PANEL",	3},
	{"SW1ROCK",	"SW2ROCK",	3},
	{"SW1MET2",	"SW2MET2",	3},
	{"SW1WDMET",	"SW2WDMET",	3},
	{"SW1BRIK",	"SW2BRIK",	3},
	{"SW1MOD1",	"SW2MOD1",	3},
	{"SW1ZIM",		"SW2ZIM",	3},
	{"SW1STON6",	"SW2STON6",	3},
	{"SW1TEK",		"SW2TEK",	3},
	{"SW1MARB",	"SW2MARB",	3},
	{"SW1SKULL",	"SW2SKULL",	3},

	{"\0",		"\0",		0}
};


//
// P_InitSwitchList
// Only called at game initialization.
//
void P_InitSwitchList( void )
{
	int		i;
	int		index;
	int		episode;

	episode = 1;

	if( ::g->gamemode == registered || ::g->gamemode == retail )
	{
		episode = 2;
	}
	else if( ::g->gamemode == commercial )
	{
		episode = 3;
	}

	for( index = 0, i = 0; i < MAXSWITCHES; i++ )
	{
		if( !alphSwitchList[i].episode )
		{
			::g->numswitches = index / 2;
			::g->switchlist[index] = -1;
			break;
		}

		if( alphSwitchList[i].episode <= episode )
		{
#if 0	// UNUSED - debug?
			int		value;

			if( R_CheckTextureNumForName( alphSwitchList[i].name1 ) < 0 )
			{
				I_Error( "Can't find switch texture '%s'!",
						 alphSwitchList[i].name1 );
				continue;
			}

			value = R_TextureNumForName( alphSwitchList[i].name1 );
#endif
			::g->switchlist[index++] = R_TextureNumForName( alphSwitchList[i].name1 );
			::g->switchlist[index++] = R_TextureNumForName( alphSwitchList[i].name2 );
		}
	}
}


//
// Start a button counting down till it turns off.
//
void
P_StartButton
( line_t*	line,
  bwhere_e	w,
  int		texture,
  int		time )
{
	int		i;

	// See if button is already pressed
	for( i = 0; i < MAXBUTTONS; i++ )
	{
		if( ::g->buttonlist[i].btimer
				&& ::g->buttonlist[i].line == line )
		{

			return;
		}
	}



	for( i = 0; i < MAXBUTTONS; i++ )
	{
		if( !::g->buttonlist[i].btimer )
		{
			::g->buttonlist[i].line = line;
			::g->buttonlist[i].where = w;
			::g->buttonlist[i].btexture = texture;
			::g->buttonlist[i].btimer = time;
			::g->buttonlist[i].degensoundorg = &line->frontsector->soundorg;
			return;
		}
	}

	I_Error( "P_StartButton: no button slots left!" );
}





//
// Function that changes wall texture.
// Tell it if switch is ok to use again (1=yes, it's a button).
//
void
P_ChangeSwitchTexture
( line_t*	line,
  int 		useAgain )
{
	int     texTop;
	int     texMid;
	int     texBot;
	int     i;
	int     sound;

	if( !useAgain )
	{
		line->special = 0;
	}

	texTop = ::g->sides[line->sidenum[0]].toptexture;
	texMid = ::g->sides[line->sidenum[0]].midtexture;
	texBot = ::g->sides[line->sidenum[0]].bottomtexture;

	sound = sfx_swtchn;

	// EXIT SWITCH?
	if( line->special == 11 )
	{
		sound = sfx_swtchx;
	}

	for( i = 0; i < ::g->numswitches * 2; i++ )
	{
		if( ::g->switchlist[i] == texTop )
		{
			S_StartSound( ::g->buttonlist->soundorg, sound );
			::g->sides[line->sidenum[0]].toptexture = ::g->switchlist[i ^ 1];

			if( useAgain )
			{
				P_StartButton( line, top, ::g->switchlist[i], BUTTONTIME );
			}

			return;
		}
		else
		{
			if( ::g->switchlist[i] == texMid )
			{
				S_StartSound( ::g->buttonlist->soundorg, sound );
				::g->sides[line->sidenum[0]].midtexture = ::g->switchlist[i ^ 1];

				if( useAgain )
				{
					P_StartButton( line, middle, ::g->switchlist[i], BUTTONTIME );
				}

				return;
			}
			else
			{
				if( ::g->switchlist[i] == texBot )
				{
					S_StartSound( ::g->buttonlist->soundorg, sound );
					::g->sides[line->sidenum[0]].bottomtexture = ::g->switchlist[i ^ 1];

					if( useAgain )
					{
						P_StartButton( line, bottom, ::g->switchlist[i], BUTTONTIME );
					}

					return;
				}
			}
		}
	}
}






//
// P_UseSpecialLine
// Called when a thing uses a special line.
// Only the front ::g->sides of ::g->lines are usable.
//
qboolean
P_UseSpecialLine
( mobj_t*	thing,
  line_t*	line,
  int		side )
{

	// Err...
	// Use the back ::g->sides of VERY SPECIAL ::g->lines...
	if( side )
	{
		switch( line->special )
		{
			case 124:
				// Sliding door open&close
				// UNUSED?
				break;

			default:
				return false;
				break;
		}
	}


	// Switches that other things can activate.
	if( !thing->player )
	{
		// never open secret doors
		if( line->flags & ML_SECRET )
		{
			return false;
		}

		switch( line->special )
		{
			case 1: 	// MANUAL DOOR RAISE
			case 32:	// MANUAL BLUE
			case 33:	// MANUAL RED
			case 34:	// MANUAL YELLOW
				break;

			default:
				return false;
				break;
		}
	}


	// do something
	switch( line->special )
	{
		// MANUALS
		case 1:		// Vertical Door
		case 26:		// Blue Door/Locked
		case 27:		// Yellow Door /Locked
		case 28:		// Red Door /Locked

		case 31:		// Manual door open
		case 32:		// Blue locked door open
		case 33:		// Red locked door open
		case 34:		// Yellow locked door open

		case 117:		// Blazing door raise
		case 118:		// Blazing door open
			EV_VerticalDoor( line, thing );
			break;

		//UNUSED - Door Slide Open&Close
		// case 124:
		// EV_SlidingDoor (line, thing);
		// break;

		// SWITCHES
		case 7:
			// Build Stairs
			if( EV_BuildStairs( line, build8 ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 9:
			// Change Donut
			if( EV_DoDonut( line ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 11:
			// Exit level
			// DHM - Nerve :: Not in deathmatch, stay in level until timelimit or fraglimit
			if( !::g->deathmatch && ::g->gameaction != ga_completed )
			{
				P_ChangeSwitchTexture( line, 0 );
				G_ExitLevel();
			}
			break;

		case 14:
			// Raise Floor 32 and change texture
			if( EV_DoPlat( line, raiseAndChange, 32 ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 15:
			// Raise Floor 24 and change texture
			if( EV_DoPlat( line, raiseAndChange, 24 ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 18:
			// Raise Floor to next highest floor
			if( EV_DoFloor( line, raiseFloorToNearest ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 20:
			// Raise Plat next highest floor and change texture
			if( EV_DoPlat( line, raiseToNearestAndChange, 0 ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 21:
			// PlatDownWaitUpStay
			if( EV_DoPlat( line, downWaitUpStay, 0 ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 23:
			// Lower Floor to Lowest
			if( EV_DoFloor( line, lowerFloorToLowest ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 29:
			// Raise Door
			if( EV_DoDoor( line, normal ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 41:
			// Lower Ceiling to Floor
			if( EV_DoCeiling( line, lowerToFloor ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 71:
			// Turbo Lower Floor
			if( EV_DoFloor( line, turboLower ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 49:
			// Ceiling Crush And Raise
			if( EV_DoCeiling( line, crushAndRaise ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 50:
			// Close Door
			if( EV_DoDoor( line, closed ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 51:
			// Secret EXIT
			if( !::g->deathmatch && ::g->gameaction != ga_completed )
			{
				P_ChangeSwitchTexture( line, 0 );
				G_SecretExitLevel();
			}
			break;

		case 55:
			// Raise Floor Crush
			if( EV_DoFloor( line, raiseFloorCrush ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 101:
			// Raise Floor
			if( EV_DoFloor( line, raiseFloor ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 102:
			// Lower Floor to Surrounding floor height
			if( EV_DoFloor( line, lowerFloor ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 103:
			// Open Door
			if( EV_DoDoor( line, opened ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 111:
			// Blazing Door Raise (faster than TURBO!)
			if( EV_DoDoor( line, blazeRaise ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 112:
			// Blazing Door Open (faster than TURBO!)
			if( EV_DoDoor( line, blazeOpen ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 113:
			// Blazing Door Close (faster than TURBO!)
			if( EV_DoDoor( line, blazeClose ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 122:
			// Blazing PlatDownWaitUpStay
			if( EV_DoPlat( line, blazeDWUS, 0 ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 127:
			// Build Stairs Turbo 16
			if( EV_BuildStairs( line, turbo16 ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 131:
			// Raise Floor Turbo
			if( EV_DoFloor( line, raiseFloorTurbo ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 133:
		// BlzOpenDoor BLUE
		case 135:
		// BlzOpenDoor RED
		case 137:
			// BlzOpenDoor YELLOW
			if( EV_DoLockedDoor( line, blazeOpen, thing ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		case 140:
			// Raise Floor 512
			if( EV_DoFloor( line, raiseFloor512 ) )
			{
				P_ChangeSwitchTexture( line, 0 );
			}
			break;

		// BUTTONS
		case 42:
			// Close Door
			if( EV_DoDoor( line, closed ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 43:
			// Lower Ceiling to Floor
			if( EV_DoCeiling( line, lowerToFloor ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 45:
			// Lower Floor to Surrounding floor height
			if( EV_DoFloor( line, lowerFloor ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 60:
			// Lower Floor to Lowest
			if( EV_DoFloor( line, lowerFloorToLowest ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 61:
			// Open Door
			if( EV_DoDoor( line, opened ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 62:
			// PlatDownWaitUpStay
			if( EV_DoPlat( line, downWaitUpStay, 1 ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 63:
			// Raise Door
			if( EV_DoDoor( line, normal ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 64:
			// Raise Floor to ceiling
			if( EV_DoFloor( line, raiseFloor ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 66:
			// Raise Floor 24 and change texture
			if( EV_DoPlat( line, raiseAndChange, 24 ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 67:
			// Raise Floor 32 and change texture
			if( EV_DoPlat( line, raiseAndChange, 32 ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 65:
			// Raise Floor Crush
			if( EV_DoFloor( line, raiseFloorCrush ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 68:
			// Raise Plat to next highest floor and change texture
			if( EV_DoPlat( line, raiseToNearestAndChange, 0 ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 69:
			// Raise Floor to next highest floor
			if( EV_DoFloor( line, raiseFloorToNearest ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 70:
			// Turbo Lower Floor
			if( EV_DoFloor( line, turboLower ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 114:
			// Blazing Door Raise (faster than TURBO!)
			if( EV_DoDoor( line, blazeRaise ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 115:
			// Blazing Door Open (faster than TURBO!)
			if( EV_DoDoor( line, blazeOpen ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 116:
			// Blazing Door Close (faster than TURBO!)
			if( EV_DoDoor( line, blazeClose ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 123:
			// Blazing PlatDownWaitUpStay
			if( EV_DoPlat( line, blazeDWUS, 0 ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 132:
			// Raise Floor Turbo
			if( EV_DoFloor( line, raiseFloorTurbo ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 99:
		// BlzOpenDoor BLUE
		case 134:
		// BlzOpenDoor RED
		case 136:
			// BlzOpenDoor YELLOW
			if( EV_DoLockedDoor( line, blazeOpen, thing ) )
			{
				P_ChangeSwitchTexture( line, 1 );
			}
			break;

		case 138:
			// Light Turn On
			EV_LightTurnOn( line, 255 );
			P_ChangeSwitchTexture( line, 1 );
			break;

		case 139:
			// Light Turn Off
			EV_LightTurnOn( line, 35 );
			P_ChangeSwitchTexture( line, 1 );
			break;

	}

	return true;
}


